Code: Select all
Error
Cannot link shader program object:
Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1553:
-- error message --
line 46, column 35: error: invalid local parameter number
line 55, column 35: error: out of bounds array access
line 56, column 37: error: out of bounds array access
line 66, column 24: error: out of bounds array access
line 68, column 15: error: out of bounds array access
line 74, column 19: error: out of bounds array access
line 75, column 19: error: out of bounds array access
line 136, column 25: error: offset for relative array access outside supported range
line 137, column 15: error: out of bounds array access
line 139, column 19: error: out of bounds array access
line 147, column 25: error: offset for relative array access outside supported range
line 157, column 27: error: offset for relative array access outside supported range
-- internal assembly text --
!!NVfp5.0
OPTION ARB_draw_buffers;
# cgc version 3.4.0001, build date Jan 13 2016
# command line args:
#vendor NVIDIA Corporation
#version 3.4.0.1
#profile gp5fp
#program main
#semantic _tex0_
#semantic love_ScreenSize
#semantic love_VideoYChannel
#semantic love_VideoCbChannel
#semantic love_VideoCrChannel
#semantic time
#semantic size
#semantic cx
#semantic liquidRenderLimit
#semantic liquidCanvas
#semantic liquidTextures
#semantic noise
#semantic data_data
#semantic data_colors
#semantic data_animSpeed
#semantic data_texture
#var float4 gl_FragCoord : $vin.WPOS : : -1 : 0
#var float4 gl_FragData[0] : $vout.COL00 : COL0[0] : -1 : 1
#var float4 VaryingTexCoord : $vin.ATTR0 : ATTR0 : -1 : 1
#var float4 VaryingColor : : : -1 : 0
#var sampler2D _tex0_ : : : -1 : 0
#var float4 love_ScreenSize : : : -1 : 0
#var sampler2D love_VideoYChannel : : : -1 : 0
#var sampler2D love_VideoCbChannel : : : -1 : 0
#var sampler2D love_VideoCrChannel : : : -1 : 0
#var float time : : c[512] : -1 : 1
#var float size : : c[513] : -1 : 1
#var int cx : : c[514] : -1 : 1
#var int liquidRenderLimit : : c[515] : -1 : 1
#var sampler2D liquidCanvas : : texunit 0 : -1 : 1
#var sampler2D liquidTextures : : texunit 2 : -1 : 1
#var sampler2D noise : : texunit 1 : -1 : 1
#var float4 data_data[0] : : c[0] : -1 : 1
#var float4 data_colors[0] : : c[128] : -1 : 1
#var float data_animSpeed[0] : : c[256] : -1 : 1
#var int data_texture[0] : : c[384] : -1 : 1
#var <none>4 $kill_0000 : $vout.$kill : $kill : -1 : 0
PARAM c[516] = { program.local[0..515] };
ATTRIB fragment_attrib[] = { fragment.attrib[0..0] };
TEMP R0, R1, R2, R3, R4, R5;
TEMP RC, HC;
OUTPUT result_color0 = result.color;
OUTPUT result_color1 = result.color[1];
TEXTURE texture0 = texture[0];
TEXTURE texture1 = texture[1];
TEXTURE texture2 = texture[2];
MUL.F R3.x, fragment.attrib[0], c[513];
MAD.F R0.x, fragment.attrib[0].y, c[513], {-0.015625, 0, 0, 0};
MOV.F R1, {0, 0, 0, 0}.x;
MOV.F R2, {0, 0, 0, 0}.x;
TRUNC.S R3.y, R3.x;
TRUNC.S R3.z, R0.x;
FRC.F R3.w, R3.x;
FRC.F R4.x, R0;
MOV.F R4.y, {0, 0, 0, 0}.x;
MOV.S R4.z, {0, 0, 0, 0}.x;
REP.S ;
SGE.S.CC HC.x, R4.z, c[515];
BRK (NE.x);
I2F.S R0.z, c[515].x;
I2F.S R0.x, R3.z;
RCP.F R0.z, R0.z;
I2F.S R0.y, R4.z;
MAD.F R0.y, R0, R0.z, R0.x;
I2F.S R0.x, R3.y;
DIV.F R0.y, R0, c[513].x;
DIV.F R0.x, R0, c[513].x;
TEX.F R0, R0, texture0, 2D;
SEQ.F R4.w, R0.y, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R4.w;
IF NE.x;
MOV.U.CC RC.x, {1, 0, 0, 0};
BRK (NE.x);
ELSE;
MUL.F R4.w, R0.y, {2, 0, 0, 0}.x;
FRC.F R4.w, R4;
SGT.F R0.y, R0, {0.5, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R0.y;
MUL.F R4.w, R4, {128, 0, 0, 0}.x;
ADD.F R4.y, R4, R0.x;
TRUNC.S R0.x, R4.w;
ADD.S R4.w, R0.x, -{1, 0, 0, 0}.x;
IF NE.x;
SEQ.F R0.x, R0.z, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R0;
IF NE.x;
RSQ.F R0.z, R4.y;
ADD.F R0.y, R4.x, {-0.5, 0, 0, 0}.x;
ADD.F R0.x, R3.w, {-0.5, 0, 0, 0};
MUL.F R0.y, |R0|, {2, 0, 0, 0}.x;
MUL.F R0.x, |R0|, {2, 0, 0, 0};
MAX.F R5.x, R0, R0.y;
RCP.F R0.z, R0.z;
MUL.F R5.y, R4, {0.40000001, 0, 0, 0}.x;
ELSE;
SLE.F R0.x, R0.z, {0.0078125, 0, 0, 0};
TRUNC.U.CC HC.x, R0;
IF NE.x;
MOV.F R5.x, {0, 0, 0, 0};
MOV.F R0.z, {1, 0, 0, 0}.x;
MOV.F R5.y, {0, 0, 0, 0}.x;
ELSE;
ADD.F R0.x, R3.w, {-0.5, 0, 0, 0};
RSQ.F R0.y, R4.y;
MUL.F R5.x, |R0|, {2, 0, 0, 0};
RCP.F R0.z, R0.y;
MUL.F R5.y, R4, {0.40000001, 0, 0, 0}.x;
ENDIF;
ENDIF;
ELSE;
SGT.F R0.x, R3.w, {0.5, 0, 0, 0};
TRUNC.U.CC HC.x, R0;
ADD.F R5.x, -R4, {1, 0, 0, 0};
MUL.F R5.y, R4, {0.40000001, 0, 0, 0}.x;
IF NE.x;
MAD.F R0.y, -R3.w, R4, R4;
ADD.F R0.x, R3.w, {-0.5, 0, 0, 0};
MAD.F R0.x, R0.w, R0, R0.y;
MUL.F R0.z, R0.x, {2, 0, 0, 0}.x;
ELSE;
ADD.F R0.x, -R3.w, {0.5, 0, 0, 0};
MUL.F R0.x, R0.z, R0;
MAD.F R0.x, R4.y, R3.w, R0;
MUL.F R0.z, R0.x, {2, 0, 0, 0}.x;
ENDIF;
ENDIF;
MOV.U R0.x, R4.w;
MUL.F R0.y, c[R0.x + 256].x, c[512].x;
I2F.S R0.x, c[514];
MUL.F R0.y, R0, {0.125, 0, 0, 0}.x;
MAD.F R0.x, R0, c[513], R3;
MUL.F R0.xy, R0, {0.015625, 0, 0, 0}.x;
TEX.F R0.x, R0, texture1, 2D;
MAD.F R0.x, -R5.y, R0, R0.z;
SLE.F R0.x, R5, R0;
TRUNC.U.CC HC.x, R0;
IF NE.x;
MOV.U R2.x, R4.w;
ADD.S R0.x, c[R2.x + 384], -{1, 0, 0, 0};
DIV.S R0.z, R0.x, {4, 0, 0, 0}.x;
I2F.S R0.y, R0.z;
MUL.S R0.z, R0, {4, 0, 0, 0}.x;
I2F.S R0.x, R0;
I2F.S R0.z, R0;
MAD.F R0.x, R3.w, {0.25, 0, 0, 0}, R0;
MAD.F R0.y, R4.x, {0.25, 0, 0, 0}.x, R0;
ADD.F R0.x, R0, -R0.z;
TEX.F R0, R0, texture2, 2D;
MUL.F R1, R0, c[R2.x + 128];
MOV.F R2, c[R2.x];
ENDIF;
ENDIF;
ADD.S R4.z, R4, {1, 0, 0, 0}.x;
ENDREP;
SEQ.F R0.x, R1.w, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R0;
IF NE.x;
MOV.U.CC RC.x, {1, 0, 0, 0};
KIL NE.x;
ELSE;
MOV.F result_color0, R1;
MOV.F result_color1, R2;
ENDIF;
END
# 117 instructions, 6 R-regs
Traceback
[C]: in function 'newShader'
states/game/client/client.lua:26: in main chunk
[C]: in function 'require'
main.lua:10: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'